Advanced Search

Author Topic: Project "Assassin"(Mafia mode) thrilling name...i know..  (Read 70793 times)

0 Members and 1 Guest are viewing this topic.

June 18, 2011, 05:39:05 PM
Reply #15

Offline Darkseed

  • Standard Member
  • Date Registered: April 20, 2011, 01:18:19 AM

    • View Profile
Re: MegaManMafia-V1A! Released!
« Reply #15 on: June 18, 2011, 05:39:05 PM »
Look. i keep posting. i need someone to help me with ACS coding for the longer range for the assassin's blade. i found a way to make the colors blue thanks to Tsuki. im looking for a way for the assassin to have more energy.and i don't know how to change the assassins gravity. please if this wants to be more fun i need an ACS expert here for help.

I neither do not know how to make it so spectators cant talk to players just themselves like in whodunit if someone has an answer please tell me.

EDIT: Stuff is almost done thanks to King Yamato and Gummy. But another quiestion...instead of nohope what should the song be? the last 2 people is the assassin and the victim. the victim is the only hope to kill the assassin so in think they deserve a better song...

June 18, 2011, 06:43:26 PM
Reply #16

Offline ficarra1002

  • Standard Member
  • Date Registered: April 25, 2010, 04:32:30 PM

    • View Profile
Re: MegaManMafia-V1A! Released!
« Reply #16 on: June 18, 2011, 06:43:26 PM »
Quote from: "Darkseed"
Look. i keep posting. i need someone to help me with ACS coding for the longer range for the assassin's blade. i found a way to make the colors blue thanks to Tsuki. im looking for a way for the assassin to have more energy. and i don't know how to change the assassins gravity. please if this wants to be more fun i need an ACS expert here for help.
May I suggest trying the skulltag forums? They will probably be more knowledgeable.

Quote from: "Darkseed"
I neither do not know how to make it so spectators cant talk to players just themselves like in whodunit if someone has an answer please tell me.
I said earlier, it's a server flag or setting. I don't think it can be done with modding. At least, it isn't in whodunit, if you don't have the flag enabled, spectators can talk.
Ill try to find out what the command/flag is.

June 18, 2011, 07:04:22 PM
Reply #17

Offline Darkseed

  • Standard Member
  • Date Registered: April 20, 2011, 01:18:19 AM

    • View Profile
Re: MegaManMafia-V1A! Released!
« Reply #17 on: June 18, 2011, 07:04:22 PM »
DONE

June 18, 2011, 07:43:06 PM
Reply #18

Offline Jc494

  • Enthusiast
  • **
  • Date Registered: February 23, 2011, 06:57:17 PM

    • View Profile
Re: MegaManMafia-V2A! Released!
« Reply #18 on: June 18, 2011, 07:43:06 PM »
The spectator mute is pointless. If you use your head, you can easily find out who is the assassin, and heres how:

(click to show/hide)

June 18, 2011, 07:48:22 PM
Reply #19

Offline MagnetMan497

  • Standard Member
  • Date Registered: November 13, 2010, 04:48:53 PM

    • View Profile
Re: MegaManMafia-V2A! Released!
« Reply #19 on: June 18, 2011, 07:48:22 PM »
This mode is fun, but needs some changes.

On MM7DW4, the games bugs and says the assassin killed everyone, yet noone died. :/

Frags should not count towards the assassin, therefore backing up Jack's point. The spectator mute is also pointless. There must be some server control or code to not allow coopspy.

June 18, 2011, 07:53:57 PM
Reply #20

Offline Darkseed

  • Standard Member
  • Date Registered: April 20, 2011, 01:18:19 AM

    • View Profile
Re: MegaManMafia-V2A! Released!
« Reply #20 on: June 18, 2011, 07:53:57 PM »
spec mute makes it easier to reveal murd.

and jack 2 you it might say who is murd but to someone else it only says "the assassin got (Player)"

June 18, 2011, 07:55:04 PM
Reply #21

Offline Gummywormz

  • Standard Member

  • Air Man Tile Enthusiast
  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
Re: MegaManMafia-V2A! Released!
« Reply #21 on: June 18, 2011, 07:55:04 PM »
There is a dmflag that can be forced to disallow coop spy. As for frags, that may be tricky to make work properly.

June 18, 2011, 07:55:46 PM
Reply #22

Offline Galaxy Sisbro

  • MM8BDM Extender
  • **
  • Date Registered: December 18, 2010, 05:04:22 PM

    • View Profile
Re: MegaManMafia-V2A! Released!
« Reply #22 on: June 18, 2011, 07:55:46 PM »
*Deactivate frag score.
*Do not mute spectators. Instead, make a black screen for them.

June 18, 2011, 07:58:22 PM
Reply #23

Offline Darkseed

  • Standard Member
  • Date Registered: April 20, 2011, 01:18:19 AM

    • View Profile
Re: MegaManMafia-V2A! Released!
« Reply #23 on: June 18, 2011, 07:58:22 PM »
if its possible to deactivate frag scores then tell me how cuz its part of mm8bdm

June 18, 2011, 08:00:49 PM
Reply #24

Offline Gummywormz

  • Standard Member

  • Air Man Tile Enthusiast
  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
Re: MegaManMafia-V2A! Released!
« Reply #24 on: June 18, 2011, 08:00:49 PM »
Here's an idea: when the assassin "kills" someone make it give an inventory item which acs checks for then kills the player with no trace.

June 18, 2011, 08:15:02 PM
Reply #25

Offline Nightmare-Nue

  • Standard Member
  • Date Registered: April 12, 2011, 11:14:32 PM

    • View Profile
Re: MegaManMafia-V2A! Released!
« Reply #25 on: June 18, 2011, 08:15:02 PM »
And maybe the survivors could get a little more health? It would also help hide the fact who the assassin is, since the assassin can take more than one fully charged atomic fires and live...

June 18, 2011, 08:15:36 PM
Reply #26

Offline Darkseed

  • Standard Member
  • Date Registered: April 20, 2011, 01:18:19 AM

    • View Profile
Re: MegaManMafia-V2A! Released!
« Reply #26 on: June 18, 2011, 08:15:36 PM »
how am i going to do that??

June 18, 2011, 08:16:25 PM
Reply #27

Offline Darkseed

  • Standard Member
  • Date Registered: April 20, 2011, 01:18:19 AM

    • View Profile
Re: MegaManMafia-V2A! Released!
« Reply #27 on: June 18, 2011, 08:16:25 PM »
Post reccomendations and complaints here: http://cutstuff.net/forum/viewtopic.php?f=9&t=2829

not here

June 18, 2011, 08:17:59 PM
Reply #28

Offline Tails

  • Standard Member
  • Date Registered: December 23, 2010, 02:26:40 AM

    • View Profile
Re: MegaManMafia-V2A! Released!
« Reply #28 on: June 18, 2011, 08:17:59 PM »
..Why?

June 18, 2011, 08:19:29 PM
Reply #29

Offline Darkseed

  • Standard Member
  • Date Registered: April 20, 2011, 01:18:19 AM

    • View Profile
Re: MegaManMafia-V2A! Released!
« Reply #29 on: June 18, 2011, 08:19:29 PM »
Its a lot more organized and not confusing. just complain there.